Kristala is a dark fantasy ARPG featuring Sekiro-inspired combat, acrobatic parkour, and exploration to uncover a detailed story. Embark on a journey to join ranks with Ailur’s most elite warriors as you battle to master the ancient magic of the Sacred Six and uncover the source of a dark curse.
Play as a catlike warrior from one of six clans, each with its own unique magic specialty. Choose your own style of combat: avoid damage by blocking, dashing/rolling, and deflecting attacks; combo light and heavy attacks; utilize multiple weapon abilities; and cast numerous spells.
Your catlike character will be fully customizable via various Talent Trees, including an innovative Feline Skill tree that allows you to unlock and level a multitude of feline-related skills.
I love Khajit Souls, but holy shit the hitboxes need some work. Great game 8/10
As someone who picked this game up around the middle point of its time in early access what irritates me most is how the 1.0 launch was honestly just early access 2, the storyline itself even points out how much of the game just suddenly was dropped for the 1.0 release and even then what is here is super buggy and janky. Ive stuck around for awhile...
This must be the most unpolished souls game I have ever played. It feels like they tried to implement every type of genre in one game but they just put the core mechanics in and left it at that. Quantity with no quality. The moment i dropped the game was when i unlocked a skill that lets me do extra dmg when i hit enemies from the back but found out...
A seriously fun game. I haven't had this much fun ambushing guys from above since Tenchu Z on the OG Xbox. It's a real treat to play a souls-like with high mobility and height being your ally. There's no fall damage, because you're a cat! It's a fantastic game that has fun characters, charming and nice voice acting, and engaging progression systems...
Kristala finally clicked for me and now I can't put it down.
What I love most is how the combat flows. It's not just be a mage OR be melee - you have to do both. You open with spells from range, dive in with melee to build your mana back, then get out. Blocking, deflecting, dodging all work, so you can actually play how you want instead of being forced...